Home News Pokémon TCG Pocket Devs Looking to Improve Trading Following Major Player Backlash

Pokémon TCG Pocket Devs Looking to Improve Trading Following Major Player Backlash

Author : Connor Update:Feb 28,2025

Pokémon TCG Pocket's trading feature, launched last week, has faced significant player backlash, prompting developer Creatures Inc. to address concerns. In a statement on X/Twitter, Creatures Inc. acknowledged the negative feedback, explaining that the restrictive trading system, including the controversial Trade Token system, was intended to prevent bot abuse and maintain a fair playing environment. However, they admitted that these restrictions inadvertently hinder casual enjoyment of the feature.

The developer promised to improve the trading system by offering Trade Tokens as rewards in future events. This promise, however, has already been broken, as the February 3rd Cresselia ex Drop Event failed to include any Trade Tokens.

The current system requires players to delete five cards from their collection to trade one of the same rarity, a process criticized as overly costly and restrictive. Furthermore, players cannot trade cards of 2-Star rarity or higher, effectively forcing players to spend significant amounts of money on packs to obtain rarer cards. This has led to accusations of predatory monetization practices.

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Creatures Inc.'s statement, while acknowledging the issues, lacks specifics regarding the nature and timing of future improvements. The company hasn't addressed whether existing trades will be refunded or compensated for if changes are made to the Trade Token system. The limited availability of Trade Tokens (only 200 offered as premium Battle Pass rewards) further fuels player frustration.

The game's monetization strategy has come under fire, with players describing the trading mechanic as "predatory and downright greedy," and a "monumental failure." The inability to easily trade higher-rarity cards directly contributes to the perception that the trading system is designed to maximize revenue. One player reported spending approximately $1,500 to complete a single set, highlighting the significant financial investment required. The game's estimated $200 million revenue in its first month, before the trading feature was even implemented, further supports these concerns.

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